improve:墨迹平滑方案
This commit is contained in:
@@ -10,20 +10,24 @@ using Point = System.Windows.Point;
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namespace Ink_Canvas.Helpers
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{
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/// <summary>
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/// 高级贝塞尔曲线平滑算法
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/// 高级贝塞尔曲线平滑算法 - 优化版本
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/// 用于解决墨迹闪烁问题,提供更平滑的笔迹效果
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/// 优化特性:
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/// 1. 更平滑的墨迹:改进的贝塞尔曲线算法
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/// 2. 更平滑的拐点:优化的控制点计算
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/// 3. 1像素级别插点:精确到像素级别的曲线生成
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/// </summary>
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public class AdvancedBezierSmoothing
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{
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/// <summary>
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/// 平滑强度 (0.0 - 1.0)
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/// 平滑强度 (0.0 - 1.0) - 优化为更平滑的默认值
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/// </summary>
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public double SmoothingStrength { get; set; } = 0.6;
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public double SmoothingStrength { get; set; } = 0.7;
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/// <summary>
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/// 张力参数 (0.0 - 1.0)
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/// 张力参数 (0.0 - 1.0) - 优化为更平滑的默认值
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/// </summary>
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public double Tension { get; set; } = 0.5;
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public double Tension { get; set; } = 0.4;
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/// <summary>
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/// 是否启用自适应平滑
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@@ -31,29 +35,39 @@ namespace Ink_Canvas.Helpers
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public bool EnableAdaptiveSmoothing { get; set; } = true;
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/// <summary>
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/// 最小点间距阈值
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/// 最小点间距阈值 - 优化为1像素级别
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/// </summary>
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public double MinPointDistance { get; set; } = 3.0; // 增加最小间距,减少毛刺
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public double MinPointDistance { get; set; } = 1.0; // 降低到1像素级别
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/// <summary>
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/// 最大点间距阈值
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/// 最大点间距阈值 - 优化为更精细的控制
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/// </summary>
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public double MaxPointDistance { get; set; } = 30.0; // 减少最大间距,提高平滑度
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public double MaxPointDistance { get; set; } = 15.0; // 进一步减少最大间距,提高平滑度
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/// <summary>
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/// 手抖修正强度 (0.0 - 1.0)
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/// 手抖修正强度 (0.0 - 1.0) - 优化为更平滑的默认值
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/// </summary>
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public double ShakeCorrectionStrength { get; set; } = 0.6;
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public double ShakeCorrectionStrength { get; set; } = 0.8;
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/// <summary>
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/// 速度加权平滑强度 (0.0 - 1.0)
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/// 速度加权平滑强度 (0.0 - 1.0) - 优化为更平滑的默认值
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/// </summary>
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public double VelocityWeightedSmoothingStrength { get; set; } = 0.7;
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public double VelocityWeightedSmoothingStrength { get; set; } = 0.8;
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/// <summary>
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/// 时间加权平滑强度 (0.0 - 1.0)
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/// 时间加权平滑强度 (0.0 - 1.0) - 优化为更平滑的默认值
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/// </summary>
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public double TimeWeightedSmoothingStrength { get; set; } = 0.5;
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public double TimeWeightedSmoothingStrength { get; set; } = 0.6;
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/// <summary>
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/// 拐点平滑强度 (0.0 - 1.0) - 新增参数,优化为更平滑的默认值
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/// </summary>
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public double CornerSmoothingStrength { get; set; } = 0.8;
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/// <summary>
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/// 1像素级别插点精度 - 新增参数
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/// </summary>
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public double PixelLevelPrecision { get; set; } = 1.0;
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/// <summary>
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/// 对笔画进行高级贝塞尔曲线平滑处理
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@@ -83,19 +97,22 @@ namespace Ink_Canvas.Helpers
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// 第二步:基于速度和时间的加权平滑
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var velocityTimeWeightedPoints = ApplyVelocityTimeWeightedSmoothing(shakeCorrectedPoints);
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// 第三步:点过滤和重采样
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var filteredPoints = FilterAndResamplePoints(velocityTimeWeightedPoints);
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// 第三步:拐点检测和平滑
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var cornerSmoothedPoints = ApplyCornerSmoothing(velocityTimeWeightedPoints);
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// 第四步:计算控制点
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var controlPoints = CalculateControlPoints(filteredPoints);
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// 第四步:点过滤和重采样(1像素级别)
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var filteredPoints = FilterAndResamplePoints(cornerSmoothedPoints);
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// 第五步:生成平滑曲线点
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var curvePoints = GenerateCurvePoints(filteredPoints, controlPoints);
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// 第五步:计算优化的控制点
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var controlPoints = CalculateOptimizedControlPoints(filteredPoints);
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// 第六步:修正收尾相连问题
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// 第六步:生成1像素级别的平滑曲线点
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var curvePoints = GeneratePixelLevelCurvePoints(filteredPoints, controlPoints);
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// 第七步:修正收尾相连问题
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var fixedStylusPoints = FixEndToEndConnection(new StylusPointCollection(curvePoints));
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// 第七步:创建新的笔画
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// 第八步:创建新的笔画
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var smoothedStroke = new Stroke(fixedStylusPoints)
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{
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DrawingAttributes = stroke.DrawingAttributes.Clone()
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@@ -125,7 +142,7 @@ namespace Ink_Canvas.Helpers
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double endToEndDistance = GetDistance(firstPoint.ToPoint(), lastPoint.ToPoint());
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// 如果首尾距离太近,可能是收尾相连问题
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if (endToEndDistance < 5.0)
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if (endToEndDistance < 3.0) // 降低阈值到3像素
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{
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// 移除最后一个点,避免收尾相连
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if (resultPoints.Count > 1)
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@@ -138,7 +155,7 @@ namespace Ink_Canvas.Helpers
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}
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/// <summary>
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/// 过滤和重采样点
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/// 过滤和重采样点(1像素级别优化)
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/// </summary>
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private List<StylusPoint> FilterAndResamplePoints(List<StylusPoint> points)
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{
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@@ -149,9 +166,9 @@ namespace Ink_Canvas.Helpers
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// 添加第一个点
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filteredPoints.Add(points[0]);
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// 使用移动平均来减少毛刺
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// 使用改进的移动平均来减少毛刺
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var smoothedPoints = new List<StylusPoint>();
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int windowSize = 3; // 移动平均窗口大小
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int windowSize = 5; // 增加窗口大小以获得更平滑的效果
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for (int i = 0; i < points.Count; i++)
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{
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@@ -160,33 +177,41 @@ namespace Ink_Canvas.Helpers
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double distance = GetDistance(lastPoint.ToPoint(), currentPoint.ToPoint());
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// 如果距离太近,跳过
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// 如果距离太近,跳过(1像素级别)
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if (distance < MinPointDistance)
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continue;
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// 应用移动平均平滑
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// 应用改进的移动平均平滑
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if (i >= windowSize - 1)
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{
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double avgX = 0, avgY = 0, avgPressure = 0;
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double totalWeight = 0;
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// 使用加权移动平均,中心点权重更高
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for (int j = 0; j < windowSize; j++)
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{
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var point = points[i - j];
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avgX += point.X;
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avgY += point.Y;
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avgPressure += point.PressureFactor;
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double weight = 1.0 - Math.Abs(j - (windowSize - 1) / 2.0) / (windowSize / 2.0);
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weight = Math.Max(0.1, weight); // 确保最小权重
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avgX += point.X * weight;
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avgY += point.Y * weight;
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avgPressure += point.PressureFactor * weight;
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totalWeight += weight;
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}
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avgX /= windowSize;
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avgY /= windowSize;
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avgPressure /= windowSize;
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avgX /= totalWeight;
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avgY /= totalWeight;
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avgPressure /= totalWeight;
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var smoothedPoint = new StylusPoint(avgX, avgY, (float)avgPressure);
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currentPoint = smoothedPoint;
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}
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// 如果距离太远,插入中间点
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// 如果距离太远,插入中间点(1像素级别精度)
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if (distance > MaxPointDistance)
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{
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int segments = (int)(distance / MaxPointDistance) + 1;
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int segments = Math.Max(2, (int)(distance / PixelLevelPrecision));
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for (int j = 1; j < segments; j++)
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{
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double ratio = (double)j / segments;
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@@ -202,9 +227,9 @@ namespace Ink_Canvas.Helpers
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}
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/// <summary>
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/// 计算贝塞尔曲线的控制点
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/// 计算优化的控制点(改进拐点平滑)
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/// </summary>
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private List<Point> CalculateControlPoints(List<StylusPoint> points)
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private List<Point> CalculateOptimizedControlPoints(List<StylusPoint> points)
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{
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var controlPoints = new List<Point>();
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@@ -212,8 +237,8 @@ namespace Ink_Canvas.Helpers
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// 检查点密度,如果点太稀疏则使用更保守的控制点计算
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bool isSparsePoints = points.Count < 5;
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double tensionMultiplier = isSparsePoints ? 0.1 : 0.3; // 稀疏点时使用更小的张力
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double maxOffset = isSparsePoints ? 5.0 : 10.0; // 稀疏点时使用更小的最大偏移
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double tensionMultiplier = isSparsePoints ? 0.05 : 0.2; // 进一步减少张力
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double maxOffset = isSparsePoints ? 3.0 : 8.0; // 减少最大偏移
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for (int i = 0; i < points.Count; i++)
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{
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@@ -227,15 +252,17 @@ namespace Ink_Canvas.Helpers
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double distance = GetDistance(currentPoint, nextPoint);
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// 如果距离太远,使用更保守的控制点
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if (distance > 50.0)
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if (distance > 30.0) // 降低阈值
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{
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controlPoint = currentPoint; // 直接使用当前点作为控制点
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}
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else
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{
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// 使用更平滑的控制点计算
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double tension = Tension * tensionMultiplier * CornerSmoothingStrength;
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controlPoint = new Point(
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currentPoint.X + (nextPoint.X - currentPoint.X) * Tension * tensionMultiplier,
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currentPoint.Y + (nextPoint.Y - currentPoint.Y) * Tension * tensionMultiplier
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currentPoint.X + (nextPoint.X - currentPoint.X) * tension,
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currentPoint.Y + (nextPoint.Y - currentPoint.Y) * tension
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);
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}
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}
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@@ -246,21 +273,23 @@ namespace Ink_Canvas.Helpers
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double distance = GetDistance(currentPoint, prevPoint);
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// 如果距离太远,使用更保守的控制点
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if (distance > 50.0)
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if (distance > 30.0) // 降低阈值
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{
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controlPoint = currentPoint; // 直接使用当前点作为控制点
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}
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else
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{
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// 使用更平滑的控制点计算
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double tension = Tension * tensionMultiplier * CornerSmoothingStrength;
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controlPoint = new Point(
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currentPoint.X + (currentPoint.X - prevPoint.X) * Tension * tensionMultiplier,
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currentPoint.Y + (currentPoint.Y - prevPoint.Y) * Tension * tensionMultiplier
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currentPoint.X + (currentPoint.X - prevPoint.X) * tension,
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currentPoint.Y + (currentPoint.Y - prevPoint.Y) * tension
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);
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}
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}
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else
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{
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// 中间点的控制点
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// 中间点的控制点(改进拐点平滑)
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Point prevPoint = points[i - 1].ToPoint();
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Point nextPoint = points[i + 1].ToPoint();
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@@ -268,7 +297,7 @@ namespace Ink_Canvas.Helpers
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double prevDistance = GetDistance(currentPoint, prevPoint);
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double nextDistance = GetDistance(currentPoint, nextPoint);
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if (prevDistance > 50.0 || nextDistance > 50.0)
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if (prevDistance > 30.0 || nextDistance > 30.0) // 降低阈值
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{
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// 距离太远,使用线性插值作为控制点
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controlPoint = new Point(
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@@ -278,13 +307,13 @@ namespace Ink_Canvas.Helpers
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}
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else
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{
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// 计算切线方向,使用更保守的方法
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// 计算改进的切线方向,使用更平滑的方法
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double tangentX = (nextPoint.X - prevPoint.X) * tensionMultiplier;
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double tangentY = (nextPoint.Y - prevPoint.Y) * tensionMultiplier;
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// 应用张力参数,但限制最大偏移
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double offsetX = tangentX * Tension;
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double offsetY = tangentY * Tension;
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// 应用张力参数和拐点平滑,但限制最大偏移
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double offsetX = tangentX * Tension * CornerSmoothingStrength;
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double offsetY = tangentY * Tension * CornerSmoothingStrength;
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// 限制偏移距离
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double offsetDistance = Math.Sqrt(offsetX * offsetX + offsetY * offsetY);
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@@ -308,9 +337,9 @@ namespace Ink_Canvas.Helpers
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}
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/// <summary>
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/// 生成曲线点
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/// 生成1像素级别的平滑曲线点
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/// </summary>
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private List<StylusPoint> GenerateCurvePoints(List<StylusPoint> points, List<Point> controlPoints)
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private List<StylusPoint> GeneratePixelLevelCurvePoints(List<StylusPoint> points, List<Point> controlPoints)
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{
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var curvePoints = new List<StylusPoint>();
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@@ -324,19 +353,14 @@ namespace Ink_Canvas.Helpers
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var startControl = controlPoints[i];
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var endControl = controlPoints[i + 1];
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// 计算自适应步长,减少步数以避免毛刺
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// 计算1像素级别的步长
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double distance = GetDistance(startPoint.ToPoint(), endPoint.ToPoint());
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// 根据点密度调整步数
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int steps;
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if (points.Count < 5) // 低密度点
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{
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steps = Math.Max(1, Math.Min(3, (int)(distance / 15.0))); // 更少的步数
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}
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else
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{
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steps = Math.Max(2, Math.Min(15, (int)(distance / 8.0))); // 正常步数
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}
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// 根据距离计算精确的步数,确保1像素级别精度
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int steps = Math.Max(1, (int)(distance / PixelLevelPrecision));
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// 限制最大步数以避免过度细分
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steps = Math.Min(steps, 50);
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// 生成贝塞尔曲线点
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for (int j = 0; j <= steps; j++)
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@@ -362,6 +386,53 @@ namespace Ink_Canvas.Helpers
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return curvePoints;
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}
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/// <summary>
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/// 应用拐点平滑
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/// </summary>
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private List<StylusPoint> ApplyCornerSmoothing(List<StylusPoint> points)
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{
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if (points.Count < 3) return points;
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var smoothedPoints = new List<StylusPoint>();
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smoothedPoints.Add(points[0]); // 添加第一个点
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for (int i = 1; i < points.Count - 1; i++)
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{
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var prev = points[i - 1];
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var curr = points[i];
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var next = points[i + 1];
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// 计算角度变化
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double angle1 = Math.Atan2(curr.Y - prev.Y, curr.X - prev.X);
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double angle2 = Math.Atan2(next.Y - curr.Y, next.X - curr.X);
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double angleDiff = Math.Abs(angle2 - angle1);
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// 标准化角度差
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if (angleDiff > Math.PI) angleDiff = 2 * Math.PI - angleDiff;
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// 如果角度变化太大,认为是拐点
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if (angleDiff > Math.PI / 4) // 45度阈值
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{
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// 应用拐点平滑
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double smoothingFactor = CornerSmoothingStrength;
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double smoothedX = curr.X * (1.0 - smoothingFactor) +
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(prev.X + next.X) * 0.5 * smoothingFactor;
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double smoothedY = curr.Y * (1.0 - smoothingFactor) +
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(prev.Y + next.Y) * 0.5 * smoothingFactor;
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var smoothedPoint = new StylusPoint(smoothedX, smoothedY, curr.PressureFactor);
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smoothedPoints.Add(smoothedPoint);
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}
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else
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{
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smoothedPoints.Add(curr);
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}
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}
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smoothedPoints.Add(points[points.Count - 1]); // 添加最后一个点
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return smoothedPoints;
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}
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/// <summary>
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/// 计算贝塞尔曲线上的点
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/// </summary>
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@@ -445,7 +516,7 @@ namespace Ink_Canvas.Helpers
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double deviation = Math.Sqrt(deviationX * deviationX + deviationY * deviationY);
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// 如果偏差超过阈值,认为是手抖
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double shakeThreshold = 5.0; // 手抖检测阈值
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double shakeThreshold = 3.0; // 降低手抖检测阈值
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if (deviation > shakeThreshold)
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{
|
||||
// 应用手抖修正
|
||||
@@ -505,11 +576,11 @@ namespace Ink_Canvas.Helpers
|
||||
{
|
||||
// 如果点过于密集,增加时间权重
|
||||
double avgDistance = velocity;
|
||||
if (avgDistance < 2.0)
|
||||
if (avgDistance < 1.0) // 降低阈值
|
||||
{
|
||||
timeWeight = 1.5; // 增加权重
|
||||
}
|
||||
else if (avgDistance > 20.0)
|
||||
else if (avgDistance > 15.0) // 降低阈值
|
||||
{
|
||||
timeWeight = 0.5; // 减少权重
|
||||
}
|
||||
@@ -530,7 +601,7 @@ namespace Ink_Canvas.Helpers
|
||||
{
|
||||
double velocity = velocities[i - 1];
|
||||
// 速度越快,权重越大(更平滑)
|
||||
velocityWeight = Math.Min(2.0, velocity / 10.0 + 0.5);
|
||||
velocityWeight = Math.Min(2.0, velocity / 8.0 + 0.5); // 调整参数
|
||||
}
|
||||
|
||||
// 计算加速度权重
|
||||
@@ -539,7 +610,7 @@ namespace Ink_Canvas.Helpers
|
||||
{
|
||||
double acceleration = Math.Abs(accelerations[i - 1]);
|
||||
// 加速度越大,权重越大(更平滑)
|
||||
accelerationWeight = Math.Min(2.0, acceleration / 5.0 + 0.5);
|
||||
accelerationWeight = Math.Min(2.0, acceleration / 3.0 + 0.5); // 调整参数
|
||||
}
|
||||
|
||||
// 获取时间权重
|
||||
@@ -557,7 +628,7 @@ namespace Ink_Canvas.Helpers
|
||||
if (totalWeight > 1.0)
|
||||
{
|
||||
// 向相邻点加权平均
|
||||
double weight = (totalWeight - 1.0) * 0.3; // 限制最大影响
|
||||
double weight = (totalWeight - 1.0) * 0.2; // 减少最大影响
|
||||
smoothedX = curr.X * (1.0 - weight) + (prev.X + next.X) * 0.5 * weight;
|
||||
smoothedY = curr.Y * (1.0 - weight) + (prev.Y + next.Y) * 0.5 * weight;
|
||||
}
|
||||
@@ -590,10 +661,10 @@ namespace Ink_Canvas.Helpers
|
||||
// 计算两点间距离
|
||||
double distance = GetDistance(currentPoint.ToPoint(), nextPoint.ToPoint());
|
||||
|
||||
// 如果距离太远,插入中间点
|
||||
if (distance > 20.0) // 低采样率下使用更大的阈值
|
||||
// 如果距离太远,插入中间点(1像素级别)
|
||||
if (distance > 15.0) // 降低阈值
|
||||
{
|
||||
int segments = Math.Max(2, Math.Min(5, (int)(distance / 10.0))); // 限制插值段数
|
||||
int segments = Math.Max(2, Math.Min(8, (int)(distance / PixelLevelPrecision))); // 使用像素级别精度
|
||||
for (int j = 1; j < segments; j++)
|
||||
{
|
||||
double ratio = (double)j / segments;
|
||||
|
||||
@@ -799,7 +799,7 @@
|
||||
<TextBlock Foreground="#fafafa" Text="平滑强度" VerticalAlignment="Center"
|
||||
FontSize="14" Margin="0,0,16,0" />
|
||||
<Slider Name="AdvancedSmoothingStrengthSlider" Width="150" Minimum="0.1" Maximum="1.0"
|
||||
Value="0.4" TickFrequency="0.1" IsSnapToTickEnabled="True"
|
||||
Value="0.7" TickFrequency="0.1" IsSnapToTickEnabled="True"
|
||||
ValueChanged="AdvancedSmoothingStrengthSlider_ValueChanged" />
|
||||
<TextBlock Foreground="#fafafa" Text="{Binding ElementName=AdvancedSmoothingStrengthSlider, Path=Value, StringFormat={}{0:F1}}"
|
||||
VerticalAlignment="Center" FontSize="14" Margin="16,0,0,0" />
|
||||
@@ -809,7 +809,7 @@
|
||||
<TextBlock Foreground="#fafafa" Text="张力参数" VerticalAlignment="Center"
|
||||
FontSize="14" Margin="0,0,16,0" />
|
||||
<Slider Name="AdvancedSmoothingTensionSlider" Width="150" Minimum="0.1" Maximum="1.0"
|
||||
Value="0.3" TickFrequency="0.1" IsSnapToTickEnabled="True"
|
||||
Value="0.4" TickFrequency="0.1" IsSnapToTickEnabled="True"
|
||||
ValueChanged="AdvancedSmoothingTensionSlider_ValueChanged" />
|
||||
<TextBlock Foreground="#fafafa" Text="{Binding ElementName=AdvancedSmoothingTensionSlider, Path=Value, StringFormat={}{0:F1}}"
|
||||
VerticalAlignment="Center" FontSize="14" Margin="16,0,0,0" />
|
||||
@@ -827,7 +827,7 @@
|
||||
<TextBlock Foreground="#fafafa" Text="手抖修正强度" VerticalAlignment="Center"
|
||||
FontSize="14" Margin="0,0,16,0" />
|
||||
<Slider Name="ShakeCorrectionStrengthSlider" Width="150" Minimum="0.0" Maximum="1.0"
|
||||
Value="0.6" TickFrequency="0.1" IsSnapToTickEnabled="True"
|
||||
Value="0.8" TickFrequency="0.1" IsSnapToTickEnabled="True"
|
||||
ValueChanged="ShakeCorrectionStrengthSlider_ValueChanged" />
|
||||
<TextBlock Foreground="#fafafa" Text="{Binding ElementName=ShakeCorrectionStrengthSlider, Path=Value, StringFormat={}{0:F1}}"
|
||||
VerticalAlignment="Center" FontSize="14" Margin="16,0,0,0" />
|
||||
@@ -837,7 +837,7 @@
|
||||
<TextBlock Foreground="#fafafa" Text="速度加权强度" VerticalAlignment="Center"
|
||||
FontSize="14" Margin="0,0,16,0" />
|
||||
<Slider Name="VelocityWeightedSmoothingStrengthSlider" Width="150" Minimum="0.0" Maximum="1.0"
|
||||
Value="0.7" TickFrequency="0.1" IsSnapToTickEnabled="True"
|
||||
Value="0.8" TickFrequency="0.1" IsSnapToTickEnabled="True"
|
||||
ValueChanged="VelocityWeightedSmoothingStrengthSlider_ValueChanged" />
|
||||
<TextBlock Foreground="#fafafa" Text="{Binding ElementName=VelocityWeightedSmoothingStrengthSlider, Path=Value, StringFormat={}{0:F1}}"
|
||||
VerticalAlignment="Center" FontSize="14" Margin="16,0,0,0" />
|
||||
@@ -847,11 +847,21 @@
|
||||
<TextBlock Foreground="#fafafa" Text="时间加权强度" VerticalAlignment="Center"
|
||||
FontSize="14" Margin="0,0,16,0" />
|
||||
<Slider Name="TimeWeightedSmoothingStrengthSlider" Width="150" Minimum="0.0" Maximum="1.0"
|
||||
Value="0.5" TickFrequency="0.1" IsSnapToTickEnabled="True"
|
||||
Value="0.6" TickFrequency="0.1" IsSnapToTickEnabled="True"
|
||||
ValueChanged="TimeWeightedSmoothingStrengthSlider_ValueChanged" />
|
||||
<TextBlock Foreground="#fafafa" Text="{Binding ElementName=TimeWeightedSmoothingStrengthSlider, Path=Value, StringFormat={}{0:F1}}"
|
||||
VerticalAlignment="Center" FontSize="14" Margin="16,0,0,0" />
|
||||
</ui:SimpleStackPanel>
|
||||
<ui:SimpleStackPanel Orientation="Horizontal" HorizontalAlignment="Left"
|
||||
Visibility="{Binding ElementName=ToggleSwitchAdvancedBezierSmoothing, Path=IsOn, Converter={StaticResource BooleanToVisibilityConverter}}">
|
||||
<TextBlock Foreground="#fafafa" Text="拐点平滑强度" VerticalAlignment="Center"
|
||||
FontSize="14" Margin="0,0,16,0" />
|
||||
<Slider Name="CornerSmoothingStrengthSlider" Width="150" Minimum="0.0" Maximum="1.0"
|
||||
Value="0.8" TickFrequency="0.1" IsSnapToTickEnabled="True"
|
||||
ValueChanged="CornerSmoothingStrengthSlider_ValueChanged" />
|
||||
<TextBlock Foreground="#fafafa" Text="{Binding ElementName=CornerSmoothingStrengthSlider, Path=Value, StringFormat={}{0:F1}}"
|
||||
VerticalAlignment="Center" FontSize="14" Margin="16,0,0,0" />
|
||||
</ui:SimpleStackPanel>
|
||||
<TextBlock Text="# 高级贝塞尔曲线平滑(推荐):使用自定义算法替代系统默认的FitToCurve,提供更平滑的笔迹效果并解决墨迹闪烁、毛刺和低采样率收尾相连问题。启用高级平滑时会自动禁用系统默认平滑。手抖修正可自动检测并修正手抖造成的偏差,速度加权平滑根据笔迹速度调整平滑强度,时间加权平滑根据点密度调整平滑参数,自适应平滑会根据笔迹速度自动调整平滑参数。低采样率时自动使用线性插值避免收尾相连。" TextWrapping="Wrap" Foreground="#a1a1aa" />
|
||||
</ui:SimpleStackPanel>
|
||||
</GroupBox>
|
||||
|
||||
@@ -1347,6 +1347,12 @@ namespace Ink_Canvas {
|
||||
SaveSettingsToFile();
|
||||
}
|
||||
|
||||
private void CornerSmoothingStrengthSlider_ValueChanged(object sender, RoutedPropertyChangedEventArgs<double> e) {
|
||||
if (!isLoaded) return;
|
||||
Settings.Canvas.CornerSmoothingStrength = CornerSmoothingStrengthSlider.Value;
|
||||
SaveSettingsToFile();
|
||||
}
|
||||
|
||||
private void ToggleSwitchAutoSaveStrokesInPowerPoint_Toggled(object sender, RoutedEventArgs e) {
|
||||
if (!isLoaded) return;
|
||||
Settings.PowerPointSettings.IsAutoSaveStrokesInPowerPoint = ToggleSwitchAutoSaveStrokesInPowerPoint.IsOn;
|
||||
|
||||
@@ -543,6 +543,7 @@ namespace Ink_Canvas {
|
||||
ShakeCorrectionStrengthSlider.Value = Settings.Canvas.ShakeCorrectionStrength;
|
||||
VelocityWeightedSmoothingStrengthSlider.Value = Settings.Canvas.VelocityWeightedSmoothingStrength;
|
||||
TimeWeightedSmoothingStrengthSlider.Value = Settings.Canvas.TimeWeightedSmoothingStrength;
|
||||
CornerSmoothingStrengthSlider.Value = Settings.Canvas.CornerSmoothingStrength;
|
||||
|
||||
// 初始化直线自动拉直相关设置
|
||||
ToggleSwitchAutoStraightenLine.IsOn = Settings.Canvas.AutoStraightenLine;
|
||||
|
||||
@@ -1602,7 +1602,9 @@ namespace Ink_Canvas {
|
||||
EnableAdaptiveSmoothing = Settings.Canvas.EnableAdaptiveSmoothing,
|
||||
ShakeCorrectionStrength = Settings.Canvas.ShakeCorrectionStrength,
|
||||
VelocityWeightedSmoothingStrength = Settings.Canvas.VelocityWeightedSmoothingStrength,
|
||||
TimeWeightedSmoothingStrength = Settings.Canvas.TimeWeightedSmoothingStrength
|
||||
TimeWeightedSmoothingStrength = Settings.Canvas.TimeWeightedSmoothingStrength,
|
||||
CornerSmoothingStrength = Settings.Canvas.CornerSmoothingStrength,
|
||||
PixelLevelPrecision = Settings.Canvas.PixelLevelPrecision
|
||||
};
|
||||
|
||||
// 对临时笔画应用平滑
|
||||
|
||||
@@ -594,7 +594,9 @@ namespace Ink_Canvas {
|
||||
EnableAdaptiveSmoothing = Settings.Canvas.EnableAdaptiveSmoothing,
|
||||
ShakeCorrectionStrength = Settings.Canvas.ShakeCorrectionStrength,
|
||||
VelocityWeightedSmoothingStrength = Settings.Canvas.VelocityWeightedSmoothingStrength,
|
||||
TimeWeightedSmoothingStrength = Settings.Canvas.TimeWeightedSmoothingStrength
|
||||
TimeWeightedSmoothingStrength = Settings.Canvas.TimeWeightedSmoothingStrength,
|
||||
CornerSmoothingStrength = Settings.Canvas.CornerSmoothingStrength,
|
||||
PixelLevelPrecision = Settings.Canvas.PixelLevelPrecision
|
||||
};
|
||||
|
||||
var smoothedStroke = advancedSmoothing.SmoothStroke(e.Stroke);
|
||||
|
||||
@@ -51,17 +51,21 @@ namespace Ink_Canvas
|
||||
[JsonProperty("useAdvancedBezierSmoothing")]
|
||||
public bool UseAdvancedBezierSmoothing { get; set; } = true; // 默认启用高级贝塞尔曲线平滑
|
||||
[JsonProperty("advancedSmoothingStrength")]
|
||||
public double AdvancedSmoothingStrength { get; set; } = 0.4; // 高级平滑强度 (0.0 - 1.0),降低以减少毛刺
|
||||
public double AdvancedSmoothingStrength { get; set; } = 0.7; // 高级平滑强度 (0.0 - 1.0),提高以获得更平滑的效果
|
||||
[JsonProperty("advancedSmoothingTension")]
|
||||
public double AdvancedSmoothingTension { get; set; } = 0.3; // 高级平滑张力 (0.0 - 1.0),降低以减少毛刺
|
||||
public double AdvancedSmoothingTension { get; set; } = 0.4; // 高级平滑张力 (0.0 - 1.0),适度提高以获得更平滑的曲线
|
||||
[JsonProperty("enableAdaptiveSmoothing")]
|
||||
public bool EnableAdaptiveSmoothing { get; set; } = true; // 是否启用自适应平滑
|
||||
[JsonProperty("shakeCorrectionStrength")]
|
||||
public double ShakeCorrectionStrength { get; set; } = 0.6; // 手抖修正强度 (0.0 - 1.0)
|
||||
public double ShakeCorrectionStrength { get; set; } = 0.8; // 手抖修正强度 (0.0 - 1.0),提高以减少手抖
|
||||
[JsonProperty("velocityWeightedSmoothingStrength")]
|
||||
public double VelocityWeightedSmoothingStrength { get; set; } = 0.7; // 速度加权平滑强度 (0.0 - 1.0)
|
||||
public double VelocityWeightedSmoothingStrength { get; set; } = 0.8; // 速度加权平滑强度 (0.0 - 1.0),提高以获得更平滑的效果
|
||||
[JsonProperty("timeWeightedSmoothingStrength")]
|
||||
public double TimeWeightedSmoothingStrength { get; set; } = 0.5; // 时间加权平滑强度 (0.0 - 1.0)
|
||||
public double TimeWeightedSmoothingStrength { get; set; } = 0.6; // 时间加权平滑强度 (0.0 - 1.0),提高以获得更平滑的效果
|
||||
[JsonProperty("cornerSmoothingStrength")]
|
||||
public double CornerSmoothingStrength { get; set; } = 0.8; // 拐点平滑强度 (0.0 - 1.0),新增参数用于更平滑的拐点
|
||||
[JsonProperty("pixelLevelPrecision")]
|
||||
public double PixelLevelPrecision { get; set; } = 1.0; // 1像素级别插点精度,新增参数用于精确控制
|
||||
[JsonProperty("clearCanvasAndClearTimeMachine")]
|
||||
public bool ClearCanvasAndClearTimeMachine { get; set; } = false;
|
||||
[JsonProperty("enablePressureTouchMode")]
|
||||
|
||||
Reference in New Issue
Block a user